
Section 3 describes our approach to the problem on an abstract level, whereas Section 4 demonstrates the actual prototype implementation. The remainder of this paper is structured as follows: In Section 2, existing applications and related research are discussed. Thereby, confusion and misdirection of players by providing excess information is prevented and each iteration of new data can be applied directly. Cascading Information Theory suggests to unveil information about the game in as small amounts as possible to ensure the user’s focus exactly on the desired objective. Along with well known Gamification components like achievements, Schonfeld lists the principle of Cascading Information Theory. If a user is familiar with the ported game element there is a high probability that she will associate it with its original purpose and therefore be able to correctly utilize it. business software etc.) the developer makes use of people’s play instinct. By abstracting these elements from their game implementation and employing them in another context (e.g. They define gamification as: “The use of game design elements characteristic for games in non-game contexts.” Elements of games are components or interaction patterns that, in combination, create the game experience. One of the more elaborate and most cited versions originates with (Deterding et al., 2011). Recently, there have been efforts by several researchers to reach a mutually agreed on definition. Since then many different interpretations of the term have surfaced, making its exact meaning hard to conceive. Gamification is a term which was coined by Nick Pelling in the early 2000’s. In his 2010 blog entry, Erick Schonfeld issued his company’s “playdeck” of game dynamics terms which included most if not all of the currently employed elements of gamification. We wanted to transfer this principle to a real world application.

This principle of providing exactly the required information in the current context is called Cascading Information Theory. travel to a specific location) at one glance. The user has access to exactly the required information she needs to ful- fill the given task (e.g. World of Warcraft, for example, uses non-intrusive, still useful indicators/descriptions for the next waypoint in a quest. Online Role-Playing Games (MMORPGs) like World of Warcraft (Corneliussen and Rettberg, 2008).
